Grizzly Range 550 -> 600 (it was supposed to have 600 but sometimes thought it had 550).

Overdrive/Communism

Some parts of overdrive have been rewritten to fix a few bugs and issues. As a side effect constructor and commander metal income is fully shared.

Energy sent to overdrive is now: (Energy Income - Energy Expense)*(Energy Stored)/(Energy Capacity)

This equation is for the entire team. Those values are the total stored energy, capacity, income and expense summed together from each player in the team. The contribution by individual players is split proportionally based on their personal spare energy (Energy Income - Energy Expense). A player makes no contribution if they have no spare energy. Energy Income does not include reclaim (it was a messy edge case) but otherwise the system is unchanged for 1v1 purposes.

Old overdrive had a confusing taxation system which would partially equalize energy incomes across the team. This has been removed because it was opaque and could cause energy fluctuations. The new sharing system uses the fact that (Energy Stored)/(Energy Capacity) < 1 unless all players have full energy storage to share energy to stalling players. It is a result of the new equation that players with full storage will not spend all of their spare energy on overdrive unless all players have full storage. This causes them to share the excess energy to their allies.

In short:

Automatic energy sharing only occurs at full storage. Take care of your own energy early in a teamgame.

Constructor and commander metal income is shared.

No energy fluctuation bugs.

Reclaim does not contribute to overdrive. Otherwise the system is unchanged for 1v1.

Interface

Set blue-green radar to be the default.

Extended team summary in Deluxe Player List.

Fleshed out and improved the accuracy of the extended economy tooltip (mouseover the images on the resource panel). Made possible with the change to overdrive internals.

Fixes

Fixed large overdrive bug caused by morphing Geothermals.

Starlight now ignores terrain while aiming.

Fixed Grizzly range problem (it thought it had more range than it did).

Fixed rare particles crash with specfullview toggling.

Units can no longer fire while dropping in from space (post gamestart commander choosing).

Oh, was my commit message written wrong? Unless something changed after my changes, the fix is that the Icon Height widget now uses distance from ground rather than camera height (avoids issues on really high maps like Apophis), and that now the Icon Height widget works with all cameras. That is, AFAICT, it now works with the old TA/Overhead and Rotatable Overhead cameras, probably works with the Spring camera. It was originally designed for only COFC (or any camera that used the py state variable for camera position).

Players are no longer incentivised to keep their coms alive compared to team mates, and also incentivised to keep their team mates coms alive.

:speculation/prediction:

If people no longer feel the need to prioritise their coms survival, anyone with low team focus (or high personal focus) will now have the opportunity to do a com rush with little personal consequence.

Since these players aren't uncommon, the people who act towards the good of their team will also now be motivated to com rush. Why? Because sitting back and not supporting aggressive team mates basically guarantees that that aggression will fail (being outnumbered in enemy territory) which will hurt the entire team a lot (think reclaim as well as commander income).

You've now got every player in the game wanting to com rush -> perhaps they should coordinate their efforts? The self oriented players will attack, and the team players will work around them to compound the aggression into a more decisive game ending push.

If both teams do this they'll trade bases or meet in the middle.

If this pans out as predicted, and I'm also right about com rushes being a meta shift on the horizon, players will now be accidentally playing better. Huh.

Of course, if this happens then games will more often be single sided affairs where the first battle decides the pace for the rest of the game, since the winner will have enormous reclaim and large passive income advantage.

The current energy/overdrive system bothers me. It means players will have to manually share energy structures when allies are Estalling and that overdrive is active even when excessing metal while low on energy.

quote:The current energy/overdrive system bothers me. It means players will have to manually share energy structures when allies are Estalling and that overdrive is active even when excessing metal while low on energy.

Do you mean it still bothers you? Manually sharing energy has always been useful because the tax system was very inconsistent. Overdrive has always been active when excessing metal on low energy. The equation is unchanged for 1v1 and the difference for teamgames is:

Removal of tax system.

Energy contribution is based on entire team stats, not just individual players.

The old energy system had each player calculte (Energy Income - Energy Expense)*(Energy Stored)/(Energy Capacity)with values based on on their own economy. This amount of energy would be shared for tax and overdrive purposes. Some amount of energy would be given to stalling people and the rest would go to overdrive.

I prefer the current system because the energy for overdrive in teams is now exactly the same as in the 1v1 case. Sharing between allies is achieved by the fact that a stalling player will have empty storage as well as reduce the total spare energy of the team.

Here is an example. Every has 500 energy capacity.

Player 1 with 550 energy, 200 income and 50 expense.

Player 2 with 350 energy, 150 income and 100 expense.

Player 3 with 0 energy, 50 income and 100 expense.

The energy system lets players store a seconds worth of spending for smoothness purposes. That is why Player 1 can have 550 energy.

The energy storage of the team has a fullness proportion of (550 + 350 + 00)/1500

With that the database was set back a few hours, thus data got lost. Other posts and lobby channel histories suffered from the same fate. I myself had to rewrite my first post in this thread as well. This is not a conspiracy, do not be alarmed. Or is it..?

the reason for the server migration are balance purposes. the majority of player's are not from canada and dominated zk's ladder. thus, they micromanagement skills have been permanently und uncheatable nerfed. we have the technology. bonus: Shadowfury333 is expected to report closer from the front. because more gore sells better.

27.5 spare energy and (500 + 100) - 350)

- why players 2 and 3 have a 100 storage increase?- if I understand correctly, the more spare storage one have, the more energy they get from allies. So one way to get more energy is to build storage ;;)) right?- you have discribed how each player is contributing. Could you please give us the formula of how much metal each of those player is getting back from OD?